Smoothing groups applied.Two parts-trigger and the body.The weapon might seem weird, but it's absolutely according to the specs, and i am talking just about the barrel.Rest of the things are eye balled using references.
Base model:
Renders:
Spec:
Spec are from my country's ordinance factory
source:Ordnance Factory Board
PS-factory also gives specs of the rounds it manufactures.
Firstly it doesn't look to scale going off memory, did you model it over a blueprint/reference at all?
Secondly, you really need to get the proportions on what you spend your triangles on right, for both this, and the Super Etendard as I've mentioned before. By this what I mean is the main tube of the weapon only has 18 sides, where that tiny tube the fore grip attaches to, has from the looks of it the same amount, can't count it because its so small.
This is basically what you have now, where in my example the large tube which has a radius of 500mm, has 32 sides, and the small tube which has a radius of 100mm, also has 32 sides.
Now as you can see above, the smaller tube is far more detailed in relation to its size, than the big tube. Since it is 1/5th the size of the big tube, it should really have around 1/5th the sides to be in the same detail ratio, so giving it 8 sides, which is a little over 1/5th, is about right in this case.
Although a little more than that would be fine too, like here with 12 sides, means its slightly above the detail ratio of the big tube, but doesn't look overly blocky since its a round object, but doesn't have the overly smooth, with effectively wasted tris, of the 32 sided small one above.
The main point is smaller objects, need fewer sides/detail/sides, where big objects need more, and keep them in around the same detail in relation to their size. This is why tiny details like bolts etc, have very few tris at all on a model, as you can see on my Blowpipe here, with the slight exception of a few bits like some of the nobs since as this is a 1p weapon, they are right in the face of the player and silhouette a lot so they need extra detail.
Better seen on the main tube, since the front is much more detailed than the back, where you can see in these pics, the front tube has 64 sides, and the back which is around 1/2 the size, has 32 sides.
Also note this plug connector, which is around 1/2 the size of the back tube, again has 1/2 the sides of it, at 16 sides, with the tiny inner pins only having 5 sides each.
Thirdly, as per the blowpipe, this should really have a hollowed interior, since firstly, two cones like you have done above, are the same amount of tris as a straight cylinder, but mainly because this weapon has such a big boar that you will be able to see really easily though it once its been fired etc, like the blowpipe.
Another thing to note with the Blowpipe that might help you in this case, but probably not on the Carl since its wall is so thin and pretty much the same size all the way though, is that I made the main interior of the small tube have only 16 sides, where the outer has 32, even thou its not 1/2 the size, which you can hardly notice since the only place it silhouettes is when you look directly though it, which isn't often, but again, will probably not be possible with the Carl without making it look silly.
Lastly make the 1st person model first, and 3rd person once that's done. So you need to think in terms of what the players camera view is going to be close to and see mostly though normal holding, and firing/reloading animations etc, and spend a little more detail on the things he going to get really up close and personal too. Also make sure this model can work for the animations so make sure the back hatch can open etc to load a new round into it, etc. Video of the Blowpipe animations where hopefully you can see what I mean:
This is the 3p model of the blowpipe, note how much lower detail it is:
It is also worth noting what the normals are doing, which them, and the textures in this case are baked off the 1p model:
Anyways, enough for now, most of this feedback you can apply to your SE too.
BTW for the main tube, I would recommend around 64 sides to keep it nice and smooth for the 1p model. 3p could be around 24 sides.
Last edited by Rhino on 2016-07-29 23:34, edited 2 times in total.
anantdeathhawk wrote:Smoothing groups applied.Two parts-trigger and the body.The weapon might seem weird, but it's absolutely according to the specs, and i am talking just about the barrel.Rest of the things are eye balled using references.
source:Ordnance Factory Board
PS-factory also gives specs of the rounds it manufactures.
Great! love the gustaf.
Still.. you really need to check those specs again.
To [R-DEV]Rhino:Thank you for the explanation, it seems simple but its very complex.Obviously as it's evident by the condition of the model i was unaware of such fundamentals.Since to model all those changes i'll start from scratch.No i didn't model it over any reference or blueprint,since side refernce image is of small size and blueprint was nowhere to be found,just eye balled it.That blowpipe looks very beautiful.I'll use a refernce to model this time, and i think i now understand where i need to increase tris on etendard(fuselage could use some).
To Mj Pain:
Great! love the gustaf.
Still.. you really need to check those specs again.
This image has been resized. Click this bar to view the full image. The original image is sized 1024x391.
Thanks it made me realize what the mistake is, which makes the model look weird.I set the radius of the cylinder as 84mm(168mm diameter) instead of 42mm(84mm diameter). blunder!
Yeah i came across that book, but if it's not a digital download it would take a lot more money to ship it to me.
Thanks, i didn't find any good side view references and these are good.
Yeah, i did, the work got delayed as i had to go out of town for a few days.I have redone the model from scratch since it needed major changes.In one or two days i showcase the base model.
Base model (Tris-3005)
Smoothing groups are applied and few parts are still to be made.
There are three parts namely,
main body,trigger and bore sight.
Updated with new screens 29th Aug '16.
Last edited by anantdeathhawk on 2016-08-29 15:13, edited 3 times in total.
Reason:Previous screens were bad.
Tris count-4089 (before 2965)
Applied smoothing group to the hollowed insides of the tubes.Made exhaust tube separable and set it's axis of rotation and made the insides of both tube where they separate,hollow,like on the front of tube.The tube is now separated into two,the front/main tube and the rear/exhaust tube.The handle cogs are not fixed/welded to their respective handles as will appear in the video and screens.Made the spent shell ejection handle. Lastly there are locking mechanism that supposedly locks the two tubes,also in the video and screens.
VIDEO:
Shows how the exhaut tube separates from the main tube.
Screens:
Last edited by anantdeathhawk on 2016-09-01 12:07, edited 2 times in total.